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There was always that one kid in your fourth-grade class who "had a cool uncle" that worked at Nintendo, and "totally knew" about all the fancy doodads and thingamajigs the company was working on. Well, we've got a cool uncle too: His name is Engadget, and he's gotten some hands-on impressions of the recently-revealed new 3DS XL model.

It was Engadget Senior Editor Mat Smith who had the privilege of toying about with Nintendo's new hardware, and his initial impressions have left him ... well, not exactly jumping for joy, but not weeping in woe either. "If we're honest, there really wasn't much difference from my now-obsolete 3DS XL at home on initial handling," Smith wrote. "There are no games that appropriately make the most of the analog stick (at least, not yet). Here at TGS 2014, with Monster Hunter 4G, the right stick was assigned to camera duties, a role it shared with the d-pad and, er, about a third of the touchscreen too."

At least when it was getting use, the new stick felt responsive and pleasant. Smith also noted that the new ZL and ZR triggers on the back of the device were "appropriately spaced" so that users shouldn't have problems with accidentally bumping the wrong button.

The new 3DS and 3DS XL launch in Japan on October 11. As for those of us stateside and in the Europe/Australia regions, well ... we can hope.

Permalink | Email this | Comments]]>3dsengadgethands-onnew-3dsnintendotgs-2014tokyo-game-show-2014Sat, 20 Sep 2014 21:30:00 ESThttp://www.joystiq.com/2014/09/02/globe-trotting-with-geometry-wars-3-dimensions/http://www.joystiq.com/2014/09/02/globe-trotting-with-geometry-wars-3-dimensions/http://www.joystiq.com/2014/09/02/globe-trotting-with-geometry-wars-3-dimensions/#comments
It wouldn't be fair to Lucid Games to say that Geometry Wars 3: Dimensions is "just more Geometry Wars," and then leave one's impressions at that. Announced just a few weeks ago, the game literally takes the series where it has never been, primarily thanks to new three-dimensional visuals (with a pun-tastic title to match). In all honesty though, calling it "more Geometry Wars" serves as a reassurance to the twin-stick series' devotees that its fast-paced action hasn't gone anywhere.

My time with Geometry Wars 3 at PAX Prime in Seattle demonstrated that the game fits perfectly with its 2D brethren. Piloting the iconic, angular cruiser through galactic grids felt as tight as ever, while slipping past threats and rapidly firing laser-like bullets at geometric baddies is as chaotic as ever. It took a few attempts to get acquainted with the game's latest twist, though the enemy and bullet behavior is just that, a "twisted" version of the previous games.

The flat grid-like playing field fans are used to is now a sphere, tube, pill, peanut or one of numerous other shapes, depending on which of the single-player mode's 50 levels you jump into. Every element in play is stuck to the surface like Nintendo's iconic plumber in Super Mario Galaxy, but ultimately Geometry Wars 3 draws some appropriate comparisons to Super Stardust HD. Missiles rocketed past my ship and around the bend of some levels, but aiming for the more distant neon creatures never felt like a real shot in the dark, if I'm allowed to make my own puns here.

Permalink | Email this | Comments]]>Geometry-Warsgeometry-wars-3-dimensionshands-onlucid-gamesmicrosoftpaxpax-primepax-prime-2014pcplaystationps3ps4recommendedSierraSierra-Entertainmenttwin-stick-shooterxboxxbox-oneTue, 02 Sep 2014 11:30:00 ESThttp://www.joystiq.com/2014/08/31/spry-fox-explores-the-joy-of-flight-in-free-range-dragons/http://www.joystiq.com/2014/08/31/spry-fox-explores-the-joy-of-flight-in-free-range-dragons/http://www.joystiq.com/2014/08/31/spry-fox-explores-the-joy-of-flight-in-free-range-dragons/#comments
After challenging players with the uncompromising high-stakes roguelike Road Not Taken, Spry Fox is taking on more lighthearted fare with Free-Range Dragons, an action-oriented game in which players pilot flying dragons across fanciful 2D worlds.

There's a hardcore streak underneath Free-Range Dragons' cheery surface, however. Citing inspiration from Capcom's Monster Hunter series, Free-Range Dragons features high-flying battles in which you'll hunt down dangerous creatures and drag them back to your home base to recruit them. Free-Range Dragons is flexible enough to support multiple playstyles, and it's up to the player to decide how far they want to push themselves during their quest.

Permalink | Email this | Comments]]>free-range-dragonshands-onpaxpax-primepax-prime-2014pcspry-foxSun, 31 Aug 2014 15:30:00 ESThttp://www.joystiq.com/2014/08/31/super-meat-boy-forever-trims-fat-cooks-up-huge-challenge/http://www.joystiq.com/2014/08/31/super-meat-boy-forever-trims-fat-cooks-up-huge-challenge/http://www.joystiq.com/2014/08/31/super-meat-boy-forever-trims-fat-cooks-up-huge-challenge/#commentsSuper Meat Boy Forever is as much a game as it is a meat grinder. It's "impossible," but only in the sense that it's similar to The Impossible Game, Grip Games' 2011 auto-running platformer that placed an emphasis on blazing hard difficulty. Super Meat Boy Forever dumps a similar formula into Team Meat's universe, and it's optimized for touch-based controls. "The goal is, this is going to be a Meat Boy that you play everywhere," Team Meat's Tommy Refenes told Joystiq at PAX Prime.

We took a moment to play both the tablet and PC versions of the game at the event, which both relied on two physical (or touch-based) buttons. While Meat Boy never stopped sprinting through the boldly-outlined demo level, he happily jumped, slid and fell to the Earth at a rapid pace on command. Leaping across broad gaps and jumping from wall to wall, our Meat Boy dodged spinning saw blades just like he did in the original, making the experience feel immediately at home with pared-down controls, particularly on a mobile device.

Permalink | Email this | Comments]]>androidhands-oniosipadiphonemobilepaxpax-primepax-prime-2014pcrecommendedsuper-meat-boy-foreverteam-meattommy-refenesSun, 31 Aug 2014 14:36:00 ESThttp://www.joystiq.com/2014/08/31/biowares-shadow-realms-is-4-on-1-action-rpg-mayhem/http://www.joystiq.com/2014/08/31/biowares-shadow-realms-is-4-on-1-action-rpg-mayhem/http://www.joystiq.com/2014/08/31/biowares-shadow-realms-is-4-on-1-action-rpg-mayhem/#comments
"We're focused on delivering the unexpected," Shadow Realms Senior Producer Dallas Dickinson said during a demonstration event at PAX Prime this weekend. After seeing the game in action, "unexpected" doesn't even begin to describe the chaos that will soon be unleashed by a developer rooted in deliberately paced single-player RPGs.

BioWare's Shadow Realms is a 4-versus-1 competitive multiplayer game that aims to capture the unpredictable nature of a dungeon master directing a tabletop game. The result is a deft mixture of Left 4 Dead and Tecmo's Deception series, challenging a party of players to navigate deadly dungeons overseen by a sadistic and omnipresent human opponent.

Permalink | Email this | Comments]]>biowarehands-onpaxpax-primepax-prime-2014pcshadow-realmsSun, 31 Aug 2014 11:30:00 ESThttp://www.joystiq.com/2014/03/22/play-with-the-panels-of-a-noir-spy-comic-in-framed/http://www.joystiq.com/2014/03/22/play-with-the-panels-of-a-noir-spy-comic-in-framed/http://www.joystiq.com/2014/03/22/play-with-the-panels-of-a-noir-spy-comic-in-framed/#commentsFramed is a game for comic fans, noir aficionados, puzzle gurus and lovers of story. It's minimalistic; the characters are silhouettes with details in white, such as ties and flowers, and there's absolutely no text. Gameplay involves sliding frames of a comic around to create the best possible scenario for mysterious, trench-coated characters as they attempt to outrun and outsmart the police force in a big city.

It's largely a puzzle game - move one panel to the wrong spot and the police officer in that frame will see your character running and shoot him in the face. Place a panel of a hallway in front of that, and your character runs up behind the cop, knocking him out with the briefcase he perpetually carries.

The briefcase is a mystery. It changes hands between at least two characters, one man and one woman (both wearing trench coats), and it apparently holds something valuable. Framed comes from Australian studio Loveshack, and designer Joshua Boggs tells Joystiq that the game includes two main elements: puzzle and story.

This is "the most elegant" Bounden dance routine that took place at GDC, according to Game Oven designer Adriaan de Jongh and producer Eline Muijres. Sure, they may say that to every person who grabs the other half of de Jongh's iPhone, but it still feels special.

Bounden is a two-player game that uses a smartphone gyroscope to make players dance together. A reticle takes center stage on the phone screen, perched on top of a sphere. That sphere spins, bringing around lines of circles that have to match up with the reticle - with two players holding opposite ends of the phone, that means moving together in smooth, complex ballet moves.

Bounden is made in collaboration with the Junior Company of the Dutch National Ballet - actual, professional dancers helped craft its moves, and it shows in the game's inherent grace. Take a look at some making-of videos here.

Game Oven is committed to building mobile games that encourage physical interaction, as its previous titles (Fingle, Bam fu) demonstrate. The studio describes Bounden as a mix of Twister and ballet.

Bounden is due out on May 21 for iOS and Android phones (not tablets, because that would be terribly inelegant).

Permalink | Email this | Comments]]>androidballetboundendanceGame-Ovengdc-2014hands-oniosiphonemobileFri, 21 Mar 2014 16:30:00 ESThttp://www.joystiq.com/2014/03/21/surviving-hell-in-11-bits-this-war-of-mine/http://www.joystiq.com/2014/03/21/surviving-hell-in-11-bits-this-war-of-mine/http://www.joystiq.com/2014/03/21/surviving-hell-in-11-bits-this-war-of-mine/#comments
With its teaser trailer, This War of Mine presents a world ensnared in combat, but focuses its lens on the civilians caught in the middle of the brutal conflict. "In war, not everyone is a soldier," the ominous video notes, featuring huddled civilians within a building as uniformed soldiers battle outside. In part inspired by the mature message found in award-winning indie game Papers, Please and an article that recapped "One Year of Hell" within a besieged Bosnia, Senior Writer Pawel Miechowski says, This War of Mine is a bleak game about the repercussions of war and attempting to survive the chaos.

In development at 11 Bit Studios, the team behind the Anomaly series, This War of Mine explicitly sets out of avoid the entertainment of firing a gun and scoring kills, Miechowski tells me. "This is a serious game. A mature game."

Permalink | Email this | Comments]]>11-Bit-StudiosGDC-2014hands-onmobilepcThis-War-of-MineFri, 21 Mar 2014 16:00:00 ESThttp://www.joystiq.com/2014/01/06/hands-on-with-valves-steam-machine-beta-hardware/http://www.joystiq.com/2014/01/06/hands-on-with-valves-steam-machine-beta-hardware/http://www.joystiq.com/2014/01/06/hands-on-with-valves-steam-machine-beta-hardware/#comments
Valve wants a piece of your living room, and it's taking several approaches to make it happen, not the least of which are Steam Machines. Watching Valve's Steam Machines evolution from rumor to concept to hardware beta has been a fascinating process, and now that we've been allowed some hands-on time with one of these quasi-consoles, we're here to tell you what we think.

Before we get started, first thing's first: the hardware beta Valve is currently running is just that, a beta. This means everything you're about to read is subject to change. Heck, we already know Valve is partnering with multiple manufacturers to produce various hardware configurations, so who can say what elements will stay the same and what will change?

That being said, we're going to try and give you an idea of what to expect based on what we've experienced.

Permalink | Email this | Comments]]>betahands-onhardwarepcpreviewsteamsteam-boxsteam-controllersteam-machinessteamosvalveMon, 06 Jan 2014 17:05:00 ESThttp://www.joystiq.com/2013/12/24/watch-the-steam-controller-play-more-than-a-dozen-games/http://www.joystiq.com/2013/12/24/watch-the-steam-controller-play-more-than-a-dozen-games/http://www.joystiq.com/2013/12/24/watch-the-steam-controller-play-more-than-a-dozen-games/#comments
YouTube channel Trial By Game issued a slew of Steam Machines and Steam Controller videos in the last week. Using its prototype hardware, the channel delivered 23 related videos to date, many of which show the Steam Controller in action with games like Surgeon Simulator 2013, Metro: Last Light, Civilization 5, Bastion and Super Street Fighter 4. We included a few more of the channel's videos after the break.

Valve announced its hardware and accompanying operating system in September prior to kicking off the selection process for its 300-person hardware beta program, which Trial By Game seems to be a part of. Valve created its own video to demonstrate the Steam Controller in October, but as with Trial By Game's looks at the game pad, the controller shown isn't final hardware. The Steam Controller's final form will feature a touchscreen between its circular trackpads.

Permalink | Email this | Comments]]>betabeta-programhands-onhardwarepcSTEAMsteam-boxsteam-controllersteam-machinestrial-by-gamevideoyoutubeTue, 24 Dec 2013 13:00:00 ESThttp://www.joystiq.com/2013/10/11/go-hands-on-with-xbox-one-in-europe-starting-october-25/http://www.joystiq.com/2013/10/11/go-hands-on-with-xbox-one-in-europe-starting-october-25/http://www.joystiq.com/2013/10/11/go-hands-on-with-xbox-one-in-europe-starting-october-25/#comments
Microsoft will kick off its "The One Tour" on October 25, bringing the Xbox One to London and Manchester, England. The tour offers players a chance to attend one of many five-hour sessions with a friend in order to play the Xbox One ahead of its November 22 launch. Londoners will have a chance to play the console from October 25 through November 3 before it's available in Manchester from November 18 through November 27.

Players in Italy, France, and Spain aren't out of luck, as Microsoft will have the Xbox One on hand at its respective booths for Milan Games Week (October 25 - 27), Paris Games Week (October 30 - November 3) and Madrid Games Week (November 7 - 10).

Update: As it turns out, players in France have had time with the Xbox One, as Microsoft's Paris tour is still happening through Sunday.

Permalink | Email this | Comments]]>englandhands-onlondonmachestermicrosoftthe-one-tourtourxbox-onexbox-one-tourFri, 11 Oct 2013 11:00:00 ESThttp://www.joystiq.com/2013/09/22/hands-on-with-the-vita-tv-at-tgs-2013/http://www.joystiq.com/2013/09/22/hands-on-with-the-vita-tv-at-tgs-2013/http://www.joystiq.com/2013/09/22/hands-on-with-the-vita-tv-at-tgs-2013/#comments
Right now, the Vita TV has only been announced for Japan, China and South Korea, and that's a damn shame, at least for those of us over in the west. I was able to test out the little box's two main functions (big-screen Vita games and PS4 Remote Play) during last week's Tokyo Game Show kerfuffle, and the (approximately) $100 device did exactly what it says on the tin.

My multiplayer Soul Sacrifice Delta session involved one Vita TV and three of the new Vita PCH-2000s, all networked together without any obvious complications. The game controlled well despite being co-opted onto a DualShock 3, ran smoothly and looked surprisingly good on the big screen. In fact, my repeated deaths at the hands of my own incompetence were the only discouraging part of the demonstration.

The Vita TV's PlayStation 4 Remote Play functionality also works surprisingly well from a mechanical standpoint, and I can totally see owning a Vita TV as a PS4-centric media extender for a bedroom or office. There was no perceptible input lag and Knack ran smooth as a whistle, though it's worth pointing out that my test was under optimal conditions - real-world mileage likely varies. Still, what I saw of the Vita TV was very promising overall.

Permalink | Email this | Comments]]>hands-onplaystationplaystation-vitaTGS-2013vitavita-tvSun, 22 Sep 2013 13:30:00 ESThttp://www.joystiq.com/2013/09/22/hands-on-with-the-playroom-sonys-robot-filled-augment-reality/http://www.joystiq.com/2013/09/22/hands-on-with-the-playroom-sonys-robot-filled-augment-reality/http://www.joystiq.com/2013/09/22/hands-on-with-the-playroom-sonys-robot-filled-augment-reality/#comments
Pre-installed on every PlayStation 4, The Playroom is an augmented reality tech demo and toy box that fills your living room with tiny, dancing robots, assuming you've got the new Eye camera handy. It's pretty adorable and, as a piece of AR technology, is incredibly responsive, as we discovered during our (literal) sit-down with Sony's Nicolas Doucet at this year's Tokyo Game Show.

The Playroom isn't really the sort of thing most people will spend a lot of time with as a game, but it will invariably be booted up every time there's someone new to impress with your PlayStation 4 purchase. We figure it'll also be a big hit at parties, what with the obviously hilarious implications of the software's PlayStation App support.

Permalink | Email this | Comments]]>ARaugmented-realityhands-onNicolas-DoucetplayroomPS4Sonythe-playroomSun, 22 Sep 2013 12:00:00 ESThttp://www.joystiq.com/2013/09/21/hands-on-with-sonys-lighter-slimmer-playstation-vita/http://www.joystiq.com/2013/09/21/hands-on-with-sonys-lighter-slimmer-playstation-vita/http://www.joystiq.com/2013/09/21/hands-on-with-sonys-lighter-slimmer-playstation-vita/#comments
Sony's recently announced remodel of the PlayStation Vita (the PCH-2000) was both on-hand and in-hand during this week's Tokyo Game Show proceedings, and after having spent some time with the device we can directly confirm that yes, this new unit is indeed a slimmer, lighter Vita.

We didn't notice an astonishing difference between the 2000's LCD screen and the last model's OLED display, nor did holding the thing feel tremendously different, save for its aforementioned svelteness. Face buttons did feel slightly more raised, but whether that was a design change or simply the byproduct of holding a crisp new unit is uncertain. The new Vita will be available in Japan for ¥19,929 on October 10 - no announcements have been made as to availability in other territories.

Permalink | Email this | Comments]]>hands-onplaystationplaystation-vitaTGS-2013vitavita-2000Sat, 21 Sep 2013 15:00:00 ESThttp://www.joystiq.com/2013/05/24/a-bespectacled-look-at-the-oculus-rift/http://www.joystiq.com/2013/05/24/a-bespectacled-look-at-the-oculus-rift/http://www.joystiq.com/2013/05/24/a-bespectacled-look-at-the-oculus-rift/#comments
For the most part, being near- or farsighted today isn't that big of a deal. The only cultural zeitgeist folks like me have missed out on recently has been in the resurgence of glasses-required 3D technology in consumer media. And let's be honest, it isn't a tremendous loss.

In fact, the Oculus Rift is the only thing on the horizon that is as potentially game-changing as it is unfriendly to glasses. That thing straps directly onto your whole face, there's no way a pair of fashionable specs could fit under there.

Well, as it turns out, the Oculus Rift really was accommodating to my Converse frames and their too-old lenses, so much so that for the first time ever I'm legitimately excited about the once-lofty possibility of a virtual reality future.

Permalink | Email this | Comments]]>Adhesive-gamesglasseshands-onhawkenMeteor-Entertainmentoculusoculus-riftpcFri, 24 May 2013 15:45:00 ESThttp://www.joystiq.com/2013/05/19/engadget-goes-hands-on-with-ex-valve-engineers-ar-glasses/http://www.joystiq.com/2013/05/19/engadget-goes-hands-on-with-ex-valve-engineers-ar-glasses/http://www.joystiq.com/2013/05/19/engadget-goes-hands-on-with-ex-valve-engineers-ar-glasses/#comments
When Valve let up to 25 hardware development staff go in February, Jeri Ellsworth was one of them, and she was working on a pair of 3D augmented-reality glasses at the time called Cast AR. Ellsworth continued work on them with her new company, Technical Illusions, and recently let our friends at Engadget take them out for a spin at the Maker Faire 2013 event in San Mateo, CA.

Cast AR is described as a "projected augmented reality system" on the company's site. Ellsworth said she plans to launch a crowdfunding campaign later in the year to fund the project, with the goal of each kit adding up to less than $200 for buyers. The site notes plans to include a development kit with each pair.

Permalink | Email this | Comments]]>augmented-realitycast-arhands-onjeri-ellsworthmakers-faire-2013technical-illusionsvalveSun, 19 May 2013 22:30:00 ESThttp://www.joystiq.com/2012/10/02/summoning-monsters-as-a-plant-based-wizard-soul-sacrifice/http://www.joystiq.com/2012/10/02/summoning-monsters-as-a-plant-based-wizard-soul-sacrifice/http://www.joystiq.com/2012/10/02/summoning-monsters-as-a-plant-based-wizard-soul-sacrifice/#commentsI'm still not clear what the actual name of the character I selected during my demo of Kenji Inafune's upcoming Vita game Soul Sacrifice was, nor was I able to grasp the more delicate workings of some of its deeper mechanics because the Tokyo Game Show demo I experienced was (surprise!) completely in Japanese. But I worked around it.

Though the context of the upcoming universe alluded me, the combat in Soul Sacrifice broke down language barriers ... because it spoke the universal language of kick ass.

Permalink | Email this | Comments]]>comcepthands-onKeiji-Inafuneplantomancyplaystationplaystation-vitaSCEASony-Computer-Entertainment-Americasoul-sacrificetgs-2012vitaTue, 02 Oct 2012 18:30:00 ESThttp://www.joystiq.com/2012/09/20/hands-on-street-fighter-x-tekken-vita-ps3-crossplay-bear-extrav/http://www.joystiq.com/2012/09/20/hands-on-street-fighter-x-tekken-vita-ps3-crossplay-bear-extrav/http://www.joystiq.com/2012/09/20/hands-on-street-fighter-x-tekken-vita-ps3-crossplay-bear-extrav/#commentsEarlier today, we had a chance to get our grubby little mitts on the PlayStation Vita version of Street Fighter X Tekken during a Capcom event held concurrently with the Tokyo Game Show. Specifically, we pit the Vita version against the PlayStation 3 version to not only test the port's crossplay functionality, but to also determine which is superior: Bear, or Robot Chainsaw Lady?

Permalink | Email this | Comments]]>bear-extravaganzacapcomcross-playcrossplayhands-onplaystationplaystation-vitaps3street-fighter-x-tekkentgs-2012vitaThu, 20 Sep 2012 12:20:00 ESThttp://www.joystiq.com/2012/07/26/play-black-ops-2-god-of-war-ascension-dead-space-3-and-more-a/http://www.joystiq.com/2012/07/26/play-black-ops-2-god-of-war-ascension-dead-space-3-and-more-a/http://www.joystiq.com/2012/07/26/play-black-ops-2-god-of-war-ascension-dead-space-3-and-more-a/#commentsGameStop has posted some more details about its upcoming GameStop "EXPO." Usually, this event is reserved just for store managers and associates, but this year the US games retailer is opening it up to the public (the public, in this case, meaning PowerUp Rewards members willing to pay $35, or a $100 VIP fee).

The Expo runs from 11am-4pm on August 29 in San Antonio, Texas, and during that time attendees will be able to play games like Call of Duty: Black Ops 2, God of War: Ascension, and Dead Space 3, among others. Devs will also be on hand for a number of games, Nintendo will show off the Wii U, and there will be giveaways, autograph signings, and lots more.

Sounds like a fun afternoon in San Antonio. Though if it's anything like our local GameStop, look out for the mom trying to get her kid to leave without a game, the salesperson selling magazine subscriptions, and that guy in the corner who really, really wants to talk about how great Jak 2 was.

Permalink | Email this | Comments]]>call-of-duty-black-ops-2eventexpogamesgamestopgamestop-expogamestop-expo-2012hands-onmicrosoftnintendoplaystationps3publicsan-antoniowiixboxThu, 26 Jul 2012 23:00:00 ESThttp://www.joystiq.com/2012/07/13/hands-on-with-the-nintendo-3ds-xl/http://www.joystiq.com/2012/07/13/hands-on-with-the-nintendo-3ds-xl/http://www.joystiq.com/2012/07/13/hands-on-with-the-nintendo-3ds-xl/#commentsIf initial impressions are any indication at all, those who held out for a bigger version of Nintendo's 3DS will find the wait worth it. We just got to play with the Nintendo 3DS XL here at Comic-Con in San Diego, and its big screen really impressed us. The picture is clearer and brighter than the current 3DS (at least in the dark ballroom where we played Super Mario 3D Land), and the 3D is much better. There is still a sweet spot to get your eyes in, but once you're there, the much larger screen makes it easier to focus in, and the 3D just seems more effective as a result.

There aren't any significant differences to the rest of the device. The control stick, buttons, and other controls all feel like the 3DS. The larger unit might be a little unwieldy for small hands, but the stick and buttons are close enough to the edges that pushing them around shouldn't be an issue. On the whole, the device is more rounded off than the previous system. From the top, while closed, it looks more like a clamshell than a rectangle.

The larger size makes it a very sturdy device indeed. Sitting on the table in front of you, it's almost like a small laptop. The Start, Select, Home, and Power buttons have all lost their white touches, so that top screen just dominates the device. Nintendo's making a serious statement here, and it's that bigger should be better.

We're hesitant to get too hyperbolic about the 3DS XL until we're able to really run it through its paces, but yes, on first touch, it's gorgeous. This is not a device designed to fit in your pocket, though it certainly seems like the best way to play Nintendo's growing 3DS library. Below, you can see a gallery of hands-on pictures (including a PSP comparison -- that's the only device we had in the bag at the time).

The 3DS XL arrives on August 19, so if you were planning to buy a 3DS you might want to wait until then.

Permalink | Email this | Comments]]>3dscomic-concomic-con-2012hands-onnintendosdcc-2012super-mario-3dsuper-mario-3d-landsuper-mario-land-3dFri, 13 Jul 2012 19:25:00 ESThttp://www.joystiq.com/2012/06/27/lets-look-really-closely-at-nintendos-wii-u/http://www.joystiq.com/2012/06/27/lets-look-really-closely-at-nintendos-wii-u/http://www.joystiq.com/2012/06/27/lets-look-really-closely-at-nintendos-wii-u/#commentsNintendo showed dozens of games during E3 2012, and gave attendees a second hands-on with near-final Wii U hardware. We covered the company extensively, but we couldn't resist an invitation to get a quiet, private demonstration of the console during a New York City event this week.

What's more, Nintendo was showing off more than just the WiiPad (what we're calling the Wii U's tablet controller) - a Nintendo rep gave us a thorough look at the console itself. As she points out in the video, neither the Wii U console nor the WiiPad are final hardware, so if you see some funky looking metal sticking out from the back of the system, know that it won't be there when the units arrive at your local brick-and-mortar.

We also got a chance to check out the Wii U Pro Controller (otherwise known as "the Nintendo-born child of the Xbox 360 and PlayStation 3 controllers"), and to see how it works with the gorgeous Rayman Legends. Normally, one player mans the WiiPad while the other navigates with the Pro Controller, but somebody had to hold the microphone, so the rep was forced to do both himself. If it looks awkward, blame us, not the Wii U.

Anyway, if you were looking for an opportunity to marvel at just how long the Wii U console is, here's your chance.

Permalink | Email this | Comments]]>hands-onnew-york-citynintendopro-controllerwii-uwii-u-pro-controllerwiipadWed, 27 Jun 2012 10:50:00 ESThttp://www.joystiq.com/2012/06/12/hands-on-nyko-free-fighter-arcade-stick-plus-bonus-nyko-booth/http://www.joystiq.com/2012/06/12/hands-on-nyko-free-fighter-arcade-stick-plus-bonus-nyko-booth/http://www.joystiq.com/2012/06/12/hands-on-nyko-free-fighter-arcade-stick-plus-bonus-nyko-booth/#commentsDuring E3, contributing editor Jess Conditt and I met up with the folks at Nyko to take a look at the Free Fighter, the company's first real foray into the world of high-end arcade sticks. The Free Fighter's main selling point, beyond its Sanwa Denshi parts -- well, mostly Sanwa Denshi, as half the button plungers are in-house -- and programmable macros, is its modular design, which allows the joystick to be placed on either the left or right side of the buttons, or even be detached all together. Ambidextrous arcade sticks have been done before, but Nyko's offering is a bit more elegant than Qanba's solution.

That being said, the Free Fighter isn't necessarily the prettiest arcade stick I've ever seen, but it is certainly striking in an angular, industrial way. The lack of surface area isn't as much of an issue as it originally seemed like it would be, and resting my hands on the stick felt comfortable, be it on a table or in my lap. Nyko says the stick's small footprint was designed with portability in mind, so as to make the stick easier to transport from event to event.

Launching for the PS3 this holiday at a $180 price point, the Free Fighter is $30 more expensive than its strongest competition, the Mad Catz Round 2 Tournament Edition FightStick, which also uses Sanwa Denshi parts. Nyko told us that if successful, the Free Fighter could be adapted into a platform for other peripheral modules, like a flight stick or racing wheel. Xbox 360 and Wii U versions are expected to launch sometime next year.

Check out our awkward hands-on video above, as well as pictures of the Free Fighter and Nyko's other E3 offerings (Power Grip for Vita, Power Grip Pro for 3DS, Powerpad and Powerpad Pro for Android) in the gallery below.

Permalink | Email this | Comments]]>arcade-stickfree-fighterhands-onmicrosoftnintendonykoplaystationPower-GripPower-Grip-ProPowerpadPowerPad-Props3sanwa-denshiwii-uxboxTue, 12 Jun 2012 12:00:00 ESThttp://www.joystiq.com/2012/06/06/risky-business-the-injustice-gods-among-us-clash-system/http://www.joystiq.com/2012/06/06/risky-business-the-injustice-gods-among-us-clash-system/http://www.joystiq.com/2012/06/06/risky-business-the-injustice-gods-among-us-clash-system/#commentsWhen I first watched the debut trailer for Injustice: Gods Among Us', my initial thoughts were something along the lines of "Okay, last year's Mortal Kombat with DC characters, I can get down with this." I've since discovered, however, that Injustice is not only unlike Mortal Kombat, but also unlike the majority of games in the fighting genre's illustrious and storied history.

There are many esoteric and subtle differences between the gameplay mechanics of Injustice and Mortal Kombat (such as the introduction of Street Fighter-style blocking, rather than NetherRealm's traditional block button system), but the main feature that sets the game apart is its fresh take on the combo breaker: The "Clash" system.

Permalink | Email this | Comments]]>e3-2012hands-oninjustice-gods-among-usmicrosoftNetherrealm-Studiosnintendoplaystationps3warner-brothers-interactive-entertainmentwii-uxboxWed, 06 Jun 2012 17:30:00 ESThttp://www.joystiq.com/2012/06/06/a-jaunt-through-nintendo-land/http://www.joystiq.com/2012/06/06/a-jaunt-through-nintendo-land/http://www.joystiq.com/2012/06/06/a-jaunt-through-nintendo-land/#commentsWe took a quick stroll through Nintendo Land today, shortly after Nintendo implicitly positioned the game as the Wii U's educational answer to Wii Sports. It's launching alongside the hardware this holiday - though not necessarily inside a bundle - and breaks down all of the Wii U's standout features into friendly, easily digestible mini games.

Unlike the tennis and bowling in Wii Sports, the games here are embellished with Nintendo's vibrant characters and history, set within the context of an elaborate theme park visited by your Miis. When you enter the The Legend of Zelda section, dubbed Battle Quest, you and your friends don Link's iconic tunic in green, red and blue.

Permalink | Email this | Comments]]>donkey-kongs-crash-coursee3-2012hands-onluigis-ghost-mansion-haunted-hijinksnintendonintendo-landnintendolandtakamarus-ninja-castlethe-legend-of-zelda-battle-questwii-uWed, 06 Jun 2012 11:15:00 ESThttp://www.joystiq.com/2012/06/03/joystiq-goes-hands-on-with-razers-naga-hex-mouse/http://www.joystiq.com/2012/06/03/joystiq-goes-hands-on-with-razers-naga-hex-mouse/http://www.joystiq.com/2012/06/03/joystiq-goes-hands-on-with-razers-naga-hex-mouse/#commentsLook, if you don't have a mouse designed exclusively to play your favorite types of games, you're doing it wrong. At least, that's what Razer wants you to think. The company recently released it's Naga Hex mouse, which was created especially for MOBAs and action-RPGs, with six side-mounted buttons just for activating in-game skills.

If your mouse just doesn't have enough buttons - or perhaps has too many - the Hex just might help you out, assuming you're willing to shell out 80 bucks, of course. Check out Joystiq's overview of the Naga Hex above.

Permalink | Email this | Comments]]>hands-onmacmousenaganaga-hexpcperipheralsrazerSun, 03 Jun 2012 14:00:00 ESThttp://www.joystiq.com/2012/03/23/hands-on-with-la-noire-on-a-tablet-with-onlive/http://www.joystiq.com/2012/03/23/hands-on-with-la-noire-on-a-tablet-with-onlive/http://www.joystiq.com/2012/03/23/hands-on-with-la-noire-on-a-tablet-with-onlive/#commentsGetting a technically complex game like LA Noire running on a tablet is an impressive feat, and one that OnLive has every right to crow about. That Rockstar took the time to implement touch controls so that LA Noire could be played natively is equally laudable. That said, the touch support isn't nearly as well-implemented as it might have been and is, in fact, downright clunky.

In short, it's LA Noire on a tablet with virtual controls, which plays out exactly how you think it does.

Permalink | Email this | Comments]]>androidhands-onLA-Noiremobileonliverockstar-gamesteam-bondiFri, 23 Mar 2012 18:30:00 ESThttp://www.joystiq.com/2012/03/01/learning-how-to-shootdodge-with-max-payne-3/http://www.joystiq.com/2012/03/01/learning-how-to-shootdodge-with-max-payne-3/http://www.joystiq.com/2012/03/01/learning-how-to-shootdodge-with-max-payne-3/#commentsDid you know that "bullet time" is a term copyrighted and owned by Warner Bros.? It was news to me when I went looking up the term this morning, searching for a way to contextualize the evolution of Max Payne that I experienced when playing Rockstar's Max Payne 3 recently. According to Wikipedia -- which totally has its own listing for the term, of course -- the "word" was copyrighted alongside the first Matrix film. That film came out in 1999, two years before Remedy would reappropriate the concept for its first Max Payne game.

No similarly bizarre history can be applied to the term "shootdodge," the portmanteau a Rockstar rep used to describe "Max's classic dive move." In Max Payne 3, the maneuver plays as crucial a role as ever. The majority of the time during my demo I spent with Max leaping in slow motion, or shooting in slow motion, or shooting and leaping in slow motion, all the while desperately trying to shoot dudes in their domes. Yes, fans, bullet time is still here, ready for use in tandem with the newly minted "shootdodge."

Max Payne 3 didn't hold my hand during that hour, though I'm pretty sure I wouldn't want it to given the whole "addicted to painkillers/alcoholism" thing. Like Max's life during the setting of Max Payne 3, my playthrough was all sink or swim. But despite some initial skepticism over the difficulty, I walked away excited about the design choices Rockstar has made, such as taking the safety off of shooting and forcing precision from players conditioned to aim-assisted console offerings. (Which describes me, by the way.)

Permalink | Email this | Comments]]>hands-onMax-Payne-3microsoftpcplaystationps3rockstarrockstar-gamestake-twotake-two-interactivexboxThu, 01 Mar 2012 12:20:00 ESThttp://www.joystiq.com/2011/08/08/the-witness-preview/http://www.joystiq.com/2011/08/08/the-witness-preview/http://www.joystiq.com/2011/08/08/the-witness-preview/#comments
"Hey man, come in," a weary looking Jonathan Blow said. He was welcoming me into his temporary New York City abode, a swanky hotel in midtown where he'd been put up for a few days to show off a preview build of his next game, The Witness. His bare feet indicated to me that I'd either just woken him up, or that he was very comfortable with strangers. It turned out to be a combination of both, as Blow's PR-less presentation style (and sleepy demeanor) soon revealed.

"We started the game about two years ago, for real. I actually started it as a prototype earlier than that, before I finished Braid. I wasn't convinced I really wanted to do it, because I was still in the mindset of 'I'm the lone indie developer who types everything in himself and this is gonna be a much more ambitious project.' So I didn't wanna do it for a while, then I played with some other game ideas. Kinda liked those, but decided I really wanted to do this," Blow cursorily explained before I jumped in. While the dev process has seen contract workers, Blow's new studio (the ... uniquely named Thekla, Inc.) still only employs three full-time devs, himself included. "We're gonna be going into more of a production-type phase this next year," he added.

The work of just one 3D artist has made the game's mysterious, puzzle-filled island alive with bright, colorful, abstract flora. In fact, outside of a handful of expected bugs I encountered, The Witness is shaping up to be another standout work from a developer already well-respected in his field. Blow left me with one final note before I jumped in: "What you play here is basically the game, it's just gonna be a better version of this that we show."

Permalink | Email this | Comments]]>hands-onjonathan-blownew-york-citynycpcthe-witnesstheklathekla-incMon, 08 Aug 2011 12:00:00 ESThttp://www.joystiq.com/2011/07/27/need-for-speed-the-run-preview-getting-back-behind-the-wheel/http://www.joystiq.com/2011/07/27/need-for-speed-the-run-preview-getting-back-behind-the-wheel/http://www.joystiq.com/2011/07/27/need-for-speed-the-run-preview-getting-back-behind-the-wheel/#comments
"You're not trying to get first, you're trying to make up ground," Need for Speed: The Run producer Alex Grimbley explained to me during a demo session in midtown Manhattan last week. Rather than putting priority on being the absolute first during individual races, The Run focuses on an overall place in a cross-country race, amounting to roughly 200 miles of in-game track spread across the US. And yes, it'll allow you to go back to individual areas and work on improving track times.

"Get to 101st by the time you make it here, get to 50th by the time you make it to Chicago, get to the top 10 by the time you make it to New York ... so this is a different take on a sprint race," Grimbley continued.

Permalink | Email this | Comments]]>alex-grimbleyautologblack-boxeaea-black-boxelectronic-artshands-onmicrosoftneed-for-speedneed-for-speed-the-runpcplaystationps3racingxboxWed, 27 Jul 2011 09:02:00 ESThttp://www.joystiq.com/2011/07/25/sound-shapes-preview-run-jump-dance/http://www.joystiq.com/2011/07/25/sound-shapes-preview-run-jump-dance/http://www.joystiq.com/2011/07/25/sound-shapes-preview-run-jump-dance/#comments
Do you own any of the following?

Permalink | Email this | Comments]]>hands-onjonathan-makmusicnew-york-cityplaystationplaystation-vitaps-vitapsvpsvitaqueasy-gamesshaw-han-liemsonysony-computer-entertainment-americasound-shapesvitaMon, 25 Jul 2011 18:20:00 ESThttp://www.joystiq.com/2011/07/13/inversion-preview/http://www.joystiq.com/2011/07/13/inversion-preview/http://www.joystiq.com/2011/07/13/inversion-preview/#comments
The gimmick in Saber Interactive's Inversion -- combat across multiple planes -- isn't quite enough to carry the lackluster shooting. Like Dark Void, Fracture, and Timeshift before it, Inversion relies heavily on its unique twist to set it apart from other shooters, while leaving the central mechanic unpolished.

As the perspective flipped repeatedly throughout the demo, I was distracted how similar the game's set of flimsy guns felt. Sure, baddies stick to walls in completely separate gravity planes (turning firefights into more than just what's directly in front of you), but shouldn't shooting at them be more fun?

Permalink | Email this | Comments]]>hands-oninversionmicrosoftnamconamco-bandaiplaystationps3saber-interactivexboxWed, 13 Jul 2011 16:00:00 ESThttp://www.joystiq.com/2011/07/06/soulcalibur-v-preview-a-tale-of-buttons-mashed-eternally-retol/http://www.joystiq.com/2011/07/06/soulcalibur-v-preview-a-tale-of-buttons-mashed-eternally-retol/http://www.joystiq.com/2011/07/06/soulcalibur-v-preview-a-tale-of-buttons-mashed-eternally-retol/#comments
After being ushered into a tiny dark room in the back of Namco's E3 booth with three other journos and several reps from the publisher (several from Project Soul, specifically), I watched the same initial presentation of Soulcalibur V that you watched on Joystiq back in mid-May (seen above). I once again marveled at Namco's insistence on pushing the game's ridiculous story over its gorgeous new game's engine, not to mention the improvements to Soulcalibur's core mechanics that distinguish the upcoming sequel from its predecessors by focusing on a "more elegant" combat system.

In real-world terms, this means that battles in Soulcalibur V are intended to be faster, more fluid, and heavy on offense. And in my experience, it was just that -- a noticeably early build, sure, but already showing an extra layer of smoothness in motion that felt far less stilted than past titles.

Permalink | Email this | Comments]]>hands-onmicrosoftnamconamco-bandaiplaystationproject-soulps3soulcalibur-5soulcalibur-vxboxWed, 06 Jul 2011 09:17:00 ESThttp://www.joystiq.com/2011/06/15/kirby-wii-preview-e3-2011/http://www.joystiq.com/2011/06/15/kirby-wii-preview-e3-2011/http://www.joystiq.com/2011/06/15/kirby-wii-preview-e3-2011/#comments
It's hard to speak about Kirby Wii without a tinge of regret, and harder still to do so after seeing this video of a very similar, cancelled Kirby title for the GameCube. The game was never quite "cancelled" per se, but it was put on hold for quite some time while its developer, HAL Laboratory, pursued other projects -- Picross 3D and Face Raiders, among others.

Among a mess of other logos flashed at the end of Nintendo's E3 2011 presser, Kirby Wii prominently stood out, reminding us that the game still exists. And when I spotted the game in Nintendo's press area available at a hands-on kiosk, I jumped at the chance to finally play the six year old game. What I found was a New Super Mario Bros. Wii meets single-player Smash Bros. Brawl mashup, with a hefty dollop of pink fluffy Kirby covering everything. Something not quite as "hardcore" looking as the GC game, but not far off.

Permalink | Email this | Comments]]>co-ope3-2011hal-laboratoryhands-onkirby-wiikirbys-epic-yarnmultiplayernew-super-mario-bros-wiinintendosuper-smash-bros-brawlwiiWed, 15 Jun 2011 19:00:00 ESThttp://www.joystiq.com/2011/06/07/mass-effect-3-preview-run-and-gun/http://www.joystiq.com/2011/06/07/mass-effect-3-preview-run-and-gun/http://www.joystiq.com/2011/06/07/mass-effect-3-preview-run-and-gun/#comments
Since the beginning of the Mass Effect series, BioWare has had to walk the line between the role-playing genre the company is known for, and the series' setting-driven third-person shooter combat. The first game in the series was arguably a role-playing game with shooter elements, and the second game, to both cheers and jeers from fans, definitely bent a little further towards the shooter side of things. And with the third title, a BioWare representative told Joystiq at E3 this week, Bioware wants to "bring both of those elements up at the same time" -- increase the depth of the customization and the role-playing game, and make the combat sequences more smooth and exciting than ever.

We got to play through one short segment of the game, and while we didn't see a lot of the RPG elements in that part, it's safe to say that the combat is coming together to be some of the best the series has ever seen.

Permalink | Email this | Comments]]>biowaree3e3-2011hands-onmass-effectmass-effect-3microsoftpcplaystationps3xboxTue, 07 Jun 2011 19:00:00 ESThttp://www.joystiq.com/2010/08/17/preview-singstar-dance-and-singstar-guitar/http://www.joystiq.com/2010/08/17/preview-singstar-dance-and-singstar-guitar/http://www.joystiq.com/2010/08/17/preview-singstar-dance-and-singstar-guitar/#comments
A music game that's just about singing? That's so 2003. Or if you're the SingStar franchise, it's so, um, today. Sony's PlayStation karaoke series has proudly focused on grading vocals for years now, but that's about the change with this fall's release of both SingStar Dance and SingStar Guitar. I got a chance to try both of these games at Sony's pre-GamesCom press event, and have written up some quick initial impressions after the break.

Permalink | Email this | Comments]]>gamescom-2010gdc-europe-2010hands-onplaystationpreviewps3singstarsingstar dancesingstar guitarsingstar-dancesingstar-guitarSingstarDanceSingstarGuitarTue, 17 Aug 2010 21:00:00 ESThttp://www.joystiq.com/2010/06/15/preview-fallout-new-vegas/http://www.joystiq.com/2010/06/15/preview-fallout-new-vegas/http://www.joystiq.com/2010/06/15/preview-fallout-new-vegas/#comments
The chance to play Fallout: New Vegas has been hard to come by -- we've seen it in action before, but it wasn't until a little while back at a pre-E3 event that I was able to finally grab a controller and explore Obsidian's take on the streets and surroundings of a post-apocalyptic Sin City.

But it turns out, as I wandered into the dingy casinos and off into the desert for a few quests, that I had already played the game anyway, back when it was called Fallout 3.

Permalink | Email this | Comments]]>bethesda-softworkse3-2010fallout-new-vegashands-onmicrosoftnamco-bandaiobsidian-entertainmentpcplaystationpre-e3ps3xboxTue, 15 Jun 2010 20:00:00 ESThttp://www.joystiq.com/2010/06/15/preview-vanquish/http://www.joystiq.com/2010/06/15/preview-vanquish/http://www.joystiq.com/2010/06/15/preview-vanquish/#commentsVanquish was introduced to us at Sega's pre-E3 event as Shinji Mikami's take on Gears of War, and though I only got to play through one brief battle, that's an apt description. The game combines the frantic over-the-top action that Platinum Games is known for thanks to titles like Bayonetta and MadWorld, and brings it into the setting of a high-tech, cover-based third person shooter. The result, as you can imagine, is pretty satisfying.

The basic scenario is a future with the world's last two superpowers, Russia and the US, fighting on an American space station designed to harness the energy of the sun (after all of the Earth's resources have already been depleted). Sam Gideon is the game's hero, and it's his job to go into the station with US troops and save the day. Fortunately, he's outfitted with a power suit that allows for all sorts of technological and acrobatic wizardry.

Permalink | Email this | Comments]]>e3-2010hands-onmicrosoftplatinum-gamesplaystationpre-e3-2010ps3segashinji-mikamivanquishxboxTue, 15 Jun 2010 19:15:00 ESThttp://www.joystiq.com/2010/05/17/hands-on-playstation-eyes-kung-fu-live/http://www.joystiq.com/2010/05/17/hands-on-playstation-eyes-kung-fu-live/http://www.joystiq.com/2010/05/17/hands-on-playstation-eyes-kung-fu-live/#comments Kung-Fu Live sounds almost exactly like a Project Natal game. With the aid of a camera, your image is placed directly into the game, and real movements are translated into in-game actions. As the concept trailer above shows, you'll be able to kick and punch wildly into the air to take down virtual baddies. But Kung-Fu Live isn't destined for Project Natal. Instead, it's coming exclusively to the PlayStation Network. You won't need a fancy PlayStation Move controller, either. This is one of the few games designed exclusively for the PlayStation Eye camera.

Powering the gameplay experience is Virtual Air Guitar Company's FreeMotion technology, which promises "real-time tracking of the entire human body as well as background removal using regular webcams." Certainly, the promise of Natal-esque gameplay using a standard camera has us intrigued, but is it better than your typical PS2 EyeToy game?

It's clear that the technology powering Kung-Fu Live is far more powerful than what we've seen in the PS2 generation. The system is able to accurately remove the background in real-time -- and is intelligent enough to know when new players jump in or out. Another aspect that benefits Kung-Fu Live: personality. The game is story-driven, told through comic panels in which you can feature. At the start of each level the game will suggest a pose for you to attempt, after which the camera will take a picture and inject you into a comic book scene. Seeing myself roundhouse kick three goons in a generated comic book strip was definitely amusing. (Being able to share these photos online seems like an ideal way to use the game's built-in Facebook functionality, as well.)

Bizarre Creations is known for its racing expertise, honed in the great Project Gotham Racing series, and their latest title, Blur, is no exception. The arcade sensibilities of Bizarre's own Geometry Wars and the underrated (I said it!) The Club add a few new colors to the mix, but the driving is as solid as ever -- as you'll know if you've been playing the multiplayer beta.

The real key to Blur, though, is the much-discussed social features. Bizarre has more or less perfected console racing over all of its past iterations, and so when we were invited to Activision HQ last week to check out Blur's single-player components, the focus wasn't so much on the how of racing, but the why.

Permalink | Email this | Comments]]>activisionbizarre-creationsblurcommunity-eventshands-onMicrosoftmodern-warfare-2multiplayerracingsharesingle-playersocial-networkingtwitterXbox-360xbox-liveMon, 10 May 2010 19:00:00 ESThttp://www.joystiq.com/2010/04/28/hands-on-sin-and-punishment-star-successor-co-op/http://www.joystiq.com/2010/04/28/hands-on-sin-and-punishment-star-successor-co-op/http://www.joystiq.com/2010/04/28/hands-on-sin-and-punishment-star-successor-co-op/#commentsClick and Enlarge: Gallery Experience
For some, Sin & Punishment 2 is of known quality. Released last year in Japan for the Wii, hardcore gamers have already experienced Treasure's latest. Thankfully, for the rest of us, we don't have to rely on imports -- Nintendo of America is finally (and slowly) bringing the franchise Stateside.

Although its N64 predecessor found release on the Virtual Console, it's likely that the Wii audience is completely unfamiliar to the franchise. Certainly, the Wii doesn't feel like it should be home to such a niche game from a "hardcore" developer like Treasure. Featuring an onslaught of endless enemies, and a relentless torrent of bullets filling the screen, Star Successor doesn't even attempt to console casual gamers. In fact, moving to the Wii has allowed Treasure to expand the gameplay to the point where Star Successor feels like the game Sin & Punishment was always meant to be.